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modest

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  1. I request that you limit your roleplaying to other threads. This is a suggestion thread in the Suggestions & Feedback subsection of the forums. There is a roleplaying subforum that would likely welcome you. They tend to be quite friendly over there. I'm not sure if Captain Powerhouse will be willing to role play as your cross-trainer-desiring spouse, but it can't hurt to politely ask. Good luck!
  2. We fundamentally disagree, and I don't think that we can see eye to eye about this. I respect that you have a difference of opinion, and I thank you for sharing your opinion. It might be helpful for the thread if I list the level at which every defense secondary receives its primary defense and resistance powers. Here's the list alphabetically: Level as Primary/Level as Secondary Set name: Bio Armor Type: Hybrid Level 1/Level 1: Hardened Carapace, Self Toggle, +Res(Lethal, Smash, Toxic, Disorient, Sleep), +Regen, +Special Level 2/Level 4: Environmental Modification, Self Toggle, +Res(Hold, Knockdown, Immobilize), +Def(Energy, Negative, Fire, Cold, Psionic), +Special Level 6/Level 10: Evolving Armor, Self Toggle, +Res(All), Foe -Res(All), Taunt, +Special Set name: Dark Armor Type: Resistance Level 1/Level 1: Dark Embrace, Toggle: Self +Res(Smash, Lethal, Negative, Toxic) Level 2/Level 4: Murky Cloud, Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) Level 6/Level 10: Obsidian Shield, Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear) Level 12/Level 20: Cloak of Darkness, Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception Set name: Electrical Armor Type: Resistance Level 1/Level 1: Charged Armor, Toggle: Self +Res(Smash, Lethal, Energy) Level 2/Level 4: Conductive Shield, Toggle: Self +Res(Fire, Cold, Energy, Negative) Level 6/Level 10: Static Shield, Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery Set name: Energy Aura Type: Defense Level 1/Level 1: Kinetic Shield, Toggle: Self +DEF(Smash, Lethal, Energy), +Res(DEF Debuff) Level 2: Dampening Field, Auto: Self +Res(Smash, Lethal, Energy, Endurance Drain) Level 4: Power Shield, Toggle: Self +DEF(Fire, Cold, Energy, Negative), +Res(DEF Debuff) Set name: Fiery Aura Type: Resistance Level 1/Level 1: Fire Shield, Toggle: Self +Res(Smash, Lethal, Fire, Cold, Disorient) Level 12/Level 16: Plasma Shield, Toggle: Self +Res(Fire, Energy, Negative, Hold, Sleep) Set name: Invulnerability Type: Hybrid Level 1/Level 1: Resist Physical Damage, Auto: Self +Res(Smash, Lethal, DEF Debuff) Level 1/Level 2: Temp Invulnerability, Toggle: Self +Res(Smash, Lethal) Level 6/Level 10: Resist Elements, Auto: Self +Res(Fire, Cold, Toxic, -Recharge, -SPD, -Jump) Level 8/Level 16: Unyielding, Toggle: Self +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immobilize, Knockback) Level 12/Level 20: Resist Energies, Auto: Self +Res(Energy, Negative, End Drain) Level 18/Level 28: Invincibility, Toggle: PBAoE, Foe Taunt, Self +DEF(All DMG but Psionics), +To Hit Set Name: Ninjitsu Type: Defense Level 1/Level 2: Ninja Reflexes, Toggle: Self +DEF(Melee), +Res(DEF Debuff) Level 2/Level 4: Danger Sense, Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff), +Perception Level 4: Shinobi-Iri, Toggle: Self +DEF(Melee, Ranged, AoE), +Run Speed, +Jump Set name: Radiation Armor Type: Resistance Level 1/Level 1: Alpha Barrier, Toggle: Self +Res(Lethal, Smash, Toxic) Level 2/Level 4: Proton Armor, Toggle: Self, +Res(Energy, Fire, Cold and Negative) Level 6/Level 10: Fallout Shelter, Toggle: Self +Res(Hold, Sleep, Immobilize, Stun, Knockdown, Toxic, Psi, Slow) Set Name: Shield Defense Type: Defense Level 1/Level 1: Deflection, Toggle: Self +DEF(Melee), +Res(Smash, Lethal) Level 1/Level 2: Battle Agility, Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff) Level 2/Level 4: True Grit, Auto: Self +Res(Fire, Cold, Energy, Negative, Toxic), +Max Health Level 12/Level 20: Phalanx Fighting, Auto: Self +DEF(Melee, Ranged, AoE) Set Name: Super Reflexes Type: Defense Level 1/Level 1: Focused Fighting, Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 1/Level 2/Level 4: Focused Senses, Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 2/Level 4/Level 10: Agile, Auto: Self +DEF(Ranged), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 8/Level 16/Level 20: Dodge, Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 12/Level 20/Level 35: Evasion, Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 18/Level 28: Lucky, Auto: Self +DEF(AoE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Set Name: Willpower Type: Hybrid Level 1/Level 1: High Pain Tolerance, Auto: Self +Res(All), +Max Health Level 1/Level 2: Mind Over Body, Toggle: Self +Res(Smash, Lethal, Psionic) Level 6/Level 10, Indomitable Will, Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion, Knockback) Level 18/Level 28: Heightened Senses, Toggle: Self +DEF(All DMG but Psionics), +Res(DEF Debuff), +Perception I hope that this list is a helpful comparison. From this list, we can see that the following power sets receive their primary toggles in the first four levels: Dark Armor, Energy Aura, Electrical Armor, Ninjitsu, Radiation Armor, Shield Defense. The Hybrid sets receive powers at later levels, but they also receive more powers than the sets with a singular focus.
  3. You are welcome to your opinion. I disagree with it. The other power sets are listed in the first post in this thread. I even helpfully listed the order in which those sets receive their equivalent powers. I am not sure why you find power sets other than Super Reflexes to be ominous. Do defense-based power sets other than Super Reflexes threaten you? Be still, child, for I shall protect you from the dangers of Energy Aura, Shield Defense, and Ninjitsu. Cry not, oh startled lamb, for no defense set shall menace you on this day. Bopper suggested a 10% absorb that lasts 120 seconds, with half of the 10% enhanceable. I agree with that suggestion.
  4. I like these suggestions. I think that a Burst of Speed teleport attack would fit well in the level 26/35 slot and would fit the theme of the set.
  5. Thank you for your feedback. The power "Enduring" allows defense IOs to be slotted, so you would be able to slot your LoTG or other defense sets there. The 4th (Reaction Time) toggle would be an optional mitigation tool, and it would come at later levels. I am open to suggestions on what Reaction Time might be replaced with. Your suggestion of combining Evasion with Focus Senses would be an improvement over the current iteration of Super Reflexes. If that is the route that the developers choose to take, then I would suggest filling the empty slot with Enduring. I almost like it as it currently is as well, but it does suffer from receiving Evasion at a level that is much later than the levels that every other defense set receives its primary toggles. I think that the absorb shield added to Practiced Brawler and the addition of Enduring would address your complaint about the scaling resistances. These changes would allow your Claws/SR Scrapper to enjoy its defense toggles before the level of 35. The power "Enduring" (that currently exists in the Sentinel version of Super Reflexes) allows defense IOs to be slotted.
  6. I was discussing Super Reflexes with @Bopper today and we came up with an idea for a relatively simple quality of life change for Super Reflexes. This is a follow up to my original thread on the subject. Before I start, I want to make it very clear that I am not suggesting that any of Super Reflexes defense values, defense debuff resistance values, or scaling resistance values be changed. In my opinion, Super Reflexes suffers from a few problems: The order in which Super Reflexes receives its toggles and unique abilities differs from every other defense set in a way that negatively impacts Super Reflexes at low levels. Three out of the nine powers that Super Reflexes receives are passive powers that accomplish the same thing that other defense sets accomplish with a single power. Super Reflexes is inherently endurance hungry and no method of recovering endurance. Super Reflexes has no method of recovering after taking damage. Here is the order that the defense sets receive their powers on a Scrapper: Energy Aura: Kinetic Shield, level 1 (Toggle) S/L/E +DDR Power Shield, level 4 (Toggle) F/C/E/N +DDR Energy Cloak, level 20 (Toggle) Unique stealth + defense(all) power Shield: Deflection, level 1 (Toggle) Melee Battle Agility, level 4 (Toggle) Ranged/AOE + DDR Phalanx Fighting, level 20 (Auto) Unique scaling M/R/A +Def power Ninjitsu: Ninja Reflexes, level 1 (Toggle) Melee + DDR Danger Sense, level 2 (Toggle) R/A + DDR Shinobi-Iri, level 4 (Toggle) M/R/A Super Reflexes: Focused Fighting, level 1 (Toggle) Melee + DDR Focused Senses, level 2 (Toggle) R/A + DDR Evasion, level 35 (Toggle) R/A + DDR Agile, level 4, (Auto) +DEF(Ranged) + DDR + Unique Scaling Resistances Dodge, level 16, (Auto) +DEF(Melee) + DDR + Unique Scaling Resistances Lucky, level 28, (Auto) +DEF(AOE) + DDR + Unique Scaling Resistances The unique ability of Super Reflexes is its Scaling Resistances. Other defense sets dedicate a single power to their unique ability. Super Reflexes dedicates three powers, and receives the final one at relatively late levels. @Bopper and I came up with a simple solution that was inspired by the Sentinel version of Super Reflexes: Reorder the Super Reflexes toggles to match the power progression of every other defense set. Combine Agile, Dodge, and Lucky into a single power and move it to level 20 to match the level that other defense sets receive their unique power. Half of the DDR from these three passives would go into this new power. Add the absorb shield from the Sentinel version of "Master Brawler" to Practiced Brawler. Ensure that it refreshes and does not stack. Practiced Brawler would remain a click power. Add the power "Enduring" from the Sentinel version of Super Reflexes. Half of the DDR from the three passives would go into this new power. After the proposed changes, the set would look like this: Level as Primary/Level as Secondary Level 1/Level 1: Focused Fighting – No proposed changes. Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 1/Level 2: Focused Senses – No proposed changes. Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 2/Level 4: Evasion – Proposed move from level 35. Toggle: PBAoE, Foe Taunt, Self +DEF(AoE), +Res(DEF Debuff) Level 6/Level 10: Practiced Brawler – Proposed change: add an absorb shield. Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback) Absorb shield that refreshes and does not stack. Remains a click power. Level 8/Level 16: Quickness – Proposed move from level 20, 26, and 35 Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD No changes to this power. Level 12/Level 20: Agility – New power that is a combination of Agility, Dodge, and Lucky Auto: Self +DEF(Melee, Ranged, AoE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 18/28: Enduring – Power ported from the Sentinel version of Super Reflexes. Auto: Self +Recovery, +DEF(Psionic), Res(DeBuff DEF), Res(DMG, Special) Level 26/35: Reaction Time – New power, PBAoE slow toggle. Name taken from Martial Combat. Toggle (PBAoE) Foe –Rech, -Move Speed 8ft radius Level 32/38: Elude – No proposed changes. Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special I want to reiterate that I am not suggesting that any of Super Reflexes defense values, defense debuff resistance values, or scaling resistance values be changed.
  7. I had a copy of version 082820203, yes. I opened that, clicked the red and white X to cancel the update, then clicked the pineapple logo and selected "rescan". Once the rescan was finished, I was able to log in. Island Rum will still attempt to update itself every time it opens, and I'll just cancel the update until I know that Manga has created a version that works.
  8. I revered to version 082820203, rescanned my directory, and was able to get in the game. The update simply does not work. I also use 10.14.6 Mojave.
  9. This version of the client is unable to detect my installation. It is located at /Applications/coh/Island Rum Beta.app, in the same directory as Island Rum.app.
  10. I was able to play last night without a problem. This afternoon, I opened Island Rum and it displays the following error: "MD5 Error Downloading islandrum-mac.zip". It downloads a file, then quits the launcher. When I open the launcher, this process repeats.
  11. The following advice is specific to the Tanker version of War Mace. I was able to achieve the best pylon time using the rotation Clobber -> Shatter -> Gloom -> Jawbreaker. With this rotation, I am able to get consistent times at around 3:10 with my Radiation Armor/War Mace Tanker without Hybrid: Assault clicked. I use Musculature Core T4, Degenerative Core T4, and Hybrid: Assault Radial T4 incarnates. However, after testing incarnates on the test server, I found that Hybrid: Assault Core resulted in better pylon times because it benefited Shatter more than Hybrid: Assault Radial. The only AOE skills that War Mace needs are Crowd Control and Shatter. Crowd Control and Shatter will do more damage than Ground Zero, and have much faster recharge times. That being said, if you are comfortable with using damage procs to build a proc monster, then you can add some nice AOE to your build by putting damage procs in Radiation Therapy and Dark Obliteration. Radiation Therapy is a 20ft PBAoE proc bomb that hits 10 targets with high accuracy, casts in a second, and recharges in ~17 seconds. Dark Obliteration is only 15ft. I recommend taking one or the other and slotting it as a proc bomb.
  12. When City of Heroes was first launched in 2004, server components were very fragile. The developers at Cryptic Studios were concerned that the weight of a single Stone Armor Tanker hopping might be sufficient to rattle a server's components loose and cause a complete server loss. In the highly unlikely event that multiple Stone Armor Tankers existed on the same server, and two or more hopped at the same time, there existed the possibility of a chain reaction occurring that would lead to the destruction of the entire data center. Furthermore, this chain reaction had the potential to spread outward until it brought down the communications network of the entire western seaboard. The developers chose to completely disable any vertical movement for Stone Armor characters to mitigate the extreme risks involved. It is possible that modern server components that are built with higher motion and rattle tolerances, combined with @Jimmy's patent pending bungee server dampening technology, could diminish the risk of Stone Armor hops to levels that the Homecoming team might find acceptable. Of course, extensive tests would need to be conducted, and strict server-side rules would need to be written to prevent consecutive hopping, coordinated hopping, or hop pop and locking.
  13. I'm replying to confirm that we tested Toxins in June and it also exhibits this problem(/bug). When Toxins is used with rain powers (Rain of Arrows, Bonfire, Blizzard, Ice Storm, Rain of Fire, Whirlpool, Irradiate, Short Circuit) then Toxins adds 27% toxic damage to a single tick. For example, it adds 1.38 damage per cast of Rain of Arrows at level 50. It works out to 0.178% or less of damage added to rain powers.
  14. modest

    Rad or Invuln

    From the start, I suspected that the arguing in this thread was a form of angry flirtation. It's nice to see my suspicions proved correct. Here are my predictions for phrases that we will see written in the near future: "The dullest pain that I can imagine is nine days without a reply from you." "Your wall of emotional invincibility taunts me so that I feel inexplicably drawn to you." "You've shattered the particle shielding around my heart. Don't ask me to absorb these feelings! Only time will regenerate what my heart has lost." "I find it impossible to resist your energies. Your magnetism is unstoppable, and the tension between us is unyielding." "This moment, here and now, is the ground zero of our shared future. Every word from you is a gamma boost to my very soul!" "I hope that you can overlook my poor innate performance. I promise that you will be satisfied with my tenacity after I consume 8 hour enhancing boosters."
  15. I also never use a new character until they're fully-built with IOs boosted to +5, at least veteran level 20, have full accolades, and have full incarnates. After all, if a character doesn't have those things when I first use it, how will I know if I enjoy playing it?
  16. Hover and Combat Jumping are persistent buffs, and a proactive method of damage mitigation. They give the same buff to each Blaster tested regardless of environment or situation. Inspirations are situational buffs, and a reactive method of damage mitigation, recovery, and healing. In order to be objective when comparing power sets, the comparison should not include reactive mitigation that comes from sources outside of the power set.
  17. The only reasonable conclusion that I can come to in order to explain why this bug still persists is that one of the developers was emotionally traumatized by a katana in their childhood. In response to that deep-seated trauma, the developer caused all katanas to remain appear invisible to others. I would also appreciate it if this bug were to be fixed.
  18. What you're asking is unreasonable. It also defeats the purpose of this testing. @Galaxy Brain's testing is meant to compare the relative performance of each Blaster blast set with its included powers in a standard in-game environment. If outside elements are added to the test, then the test would not reflect the inherent performance of the power set.
  19. Your hold will do very little to an iTrial archvillain due to Archvillain Resistances, unless you stack it more than 6 times to overcome an iTrial archvillain's 50 hold protection.
  20. I would like Dominators to receive the same buff to their health pool that Blasters received: +200 health to their base and to their cap. Dominators and Blasters both play at both ranged and melee ranges. They both can use the additional health.
  21. modest

    Rad or Invuln

    In my opinion as a professional person-who-plays-both-power-sets, Radiation Armor is slightly more durable at level 50, with IOs, and with incarnates in iTrials, Dark Astoria, Apex/Tin Mage, level 50 task forces, and level 50 strike forces. In content under level 45, I might rank Invulnerability ahead of Radiation Armor in terms of durability. At level 50 with IOs and incarnates, both Radiation Armor and Invulnerability can survive in any content if on a team. Radiation Armor fares slightly better when solo. It's my perception that Invulnerability gains more from being on a team. Now that I've provided a sincere, constructive response to the topic of the thread, may I just say that I appreciate the sheer amount of pettiness and pseudomath* that is present in this thread? It has almost elevated the thread to the realm of performance art. *I agree with @Bopper's math. The alternative math shared in this thread is of questionable accuracy.
  22. It's times like these when a calm, reassuring voice is needed to reassure the masses. Therefore, I feel compelled to say: The watchtowers are on fire, barbarians are at the gates, the gods have abandoned us. Now IS the time to panic. "Love, which quickly arrests the gentle heart, Seized him with my beautiful form That was taken from me, in a manner which still grieves me. Love, which pardons no beloved from loving, took me so strongly with delight in him That, as you see, it still abandons me not...” Dante Alighieri, Inferno: A New Verse Translation
  23. @MikewhoThis is good testing, thank you. Also, thank you for sharing the screenshots.
  24. This is very interesting and odd. Can you take and share some screenshots and post a combat log so that there's documentation? Edit: Make sure that you completely leave the map, change your graphic settings, and then re-enter the map before you test it.
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